Shield Tech
Shield Tech allows your ships to take more punishment in battle. Each level researched will increase the shields on your ships and defenses by 10%.
Costs and Effect
Level | Ore | Crystal | Hydrogen | Shields Boost |
1 | 200 | 600 | 0 | 10% |
2 | 400 | 1,200 | 0 | 20% |
3 | 800 | 2,400 | 0 | 30% |
4 | 1,600 | 4,800 | 0 | 40% |
5 | 3,200 | 9,600 | 0 | 50% |
6 | 6,400 | 19,200 | 0 | 60% |
7 | 12,800 | 38,400 | 0 | 70% |
8 | 25,600 | 76,800 | 0 | 80% |
9 | 51,200 | 153,600 | 0 | 90% |
10 | 102,400 | 307,200 | 0 | 100% |
11 | 204,800 | 614,400 | 0 | 110% |
12 | 409,600 | 1,228,800 | 0 | 120% |
* Boost is a percentage of the base Shields rating. Further upgrades are possible. With each level the costs double and the effect increases by 10%.
Ineffectiveness rule
Any strike from a ship with a weapon rating which is less than or equal to 1% of the shielding capacity of the target is absorbed with no effect on the target. As an example, suppose a player with a Weapons Tech of 12 attacks a player with a Shield Tech of 9, and in the battle one of the attacker's Artemis Class Fighters targets the defender's Large Decoy. The fighter would have a weapon rating of 110 (50 + 5 * 12). The Large Decoy would have shield rating of 19,000 (10,000 + 1,000 * 9). Since 110 is less than 190 (1% of 19,000), the Artemis Fighter would do no damage; that shot is ineffective. Furthermore, it is essentially impossible that an attacker could research their Weapons Tech high enough that an Artemis would ever damage a Large Decoy. However, some units have base weapons ratings which are equal to 1% of other units' base shield ratings; in these cases the respective weapon and shield tech levels come into play.
Dependencies
Requires
- Energy Tech (Level 3)
- Research Lab (Level 6)
Required For
- Gauss Cannon (Level 1)
- Decoy (Level 2)
- Dionysus Class (Level 2)
- FTL Tech (level 5)
- Large Decoy (Level 6)
- Hephaestus Class (Level 12)